6 pieces, pure math × chaos, zero dependencies: - Pixel Sunrise Corruption - Memory Leak Quilt - Signal From Nowhere - Databend Sunset - Ghost in the Machine - Bitfield Tapestry Go program outputs 512x512 PNGs. HTML version for browser viewing.
247 lines
6 KiB
Go
247 lines
6 KiB
Go
package main
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import (
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"fmt"
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"image"
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"image/color"
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"image/png"
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"math"
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"math/rand"
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"os"
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"path/filepath"
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)
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const size = 512 // bigger than 64 now that we're not constrained by canvas perf
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type Piece struct {
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Name string
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Draw func(img *image.RGBA, w, h int)
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}
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func main() {
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outDir := "output"
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if len(os.Args) > 1 {
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outDir = os.Args[1]
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}
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os.MkdirAll(outDir, 0755)
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pieces := []Piece{
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{"01-pixel-sunrise-corruption", drawPixelSunrise},
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{"02-memory-leak-quilt", drawMemoryLeakQuilt},
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{"03-signal-from-nowhere", drawSignalFromNowhere},
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{"04-databend-sunset", drawDatabendSunset},
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{"05-ghost-in-the-machine", drawGhostInTheMachine},
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{"06-bitfield-tapestry", drawBitfieldTapestry},
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}
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for _, p := range pieces {
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img := image.NewRGBA(image.Rect(0, 0, size, size))
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p.Draw(img, size, size)
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path := filepath.Join(outDir, p.Name+".png")
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f, err := os.Create(path)
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if err != nil {
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fmt.Fprintf(os.Stderr, "error creating %s: %v\n", path, err)
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continue
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}
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if err := png.Encode(f, img); err != nil {
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fmt.Fprintf(os.Stderr, "error encoding %s: %v\n", path, err)
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}
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f.Close()
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fmt.Printf("✓ %s\n", path)
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}
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fmt.Println("\n🎪 All done!")
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}
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func clamp(v float64) uint8 {
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if v < 0 {
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return 0
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}
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if v > 255 {
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return 255
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}
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return uint8(v)
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}
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// 1: Pixel Sunrise Corruption — sine waves tearing through a dawn
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func drawPixelSunrise(img *image.RGBA, w, h int) {
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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fx, fy := float64(x), float64(y)
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wave := math.Sin(fx*0.15+fy*0.05)*127 + 128
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glitch := float64((x * y * 7) % 255)
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blend := fy / float64(h)
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r := wave*(1-blend) + glitch*blend
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g := math.Sin(fy*0.1)*60 + 40
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b := 255 - wave*blend
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// Horizontal tear glitch
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dx := 0
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if math.Sin(fy*0.35) > 0.9 {
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dx = rand.Intn(6) - 3
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}
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px := x + dx
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if px >= 0 && px < w {
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img.SetRGBA(px, y, color.RGBA{clamp(r), clamp(g), clamp(b), 255})
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}
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}
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}
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}
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// 2: Memory Leak Quilt — XOR patterns with data rot
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func drawMemoryLeakQuilt(img *image.RGBA, w, h int) {
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colors := []color.RGBA{
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{0xff, 0x00, 0x6e, 255},
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{0x83, 0x38, 0xec, 255},
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{0x3a, 0x86, 0xff, 255},
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{0x06, 0xd6, 0xa0, 255},
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{0xff, 0xbe, 0x0b, 255},
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}
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blockSize := 4 // scale up from the 64px version
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for y := 0; y < h; y += blockSize {
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for x := 0; x < w; x += blockSize {
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bx, by := x/blockSize, y/blockSize
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i := ((bx ^ by) * 13 + (bx & by) * 7) % len(colors)
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corrupt := math.Sin(float64(bx)*float64(by)*0.01) > 0.7
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if corrupt {
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// Data rot — black streak
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stretchW := rand.Intn(8)*blockSize + blockSize
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for dy := 0; dy < blockSize && y+dy < h; dy++ {
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for dx := 0; dx < stretchW && x+dx < w; dx++ {
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img.SetRGBA(x+dx, y+dy, color.RGBA{0x0a, 0x0a, 0x0a, 255})
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}
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}
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} else {
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c := colors[i]
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for dy := 0; dy < blockSize && y+dy < h; dy++ {
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for dx := 0; dx < blockSize && x+dx < w; dx++ {
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img.SetRGBA(x+dx, y+dy, c)
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}
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}
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}
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}
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}
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}
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// 3: Signal From Nowhere — concentric rings dissolving into static
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func drawSignalFromNowhere(img *image.RGBA, w, h int) {
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for y := 0; y < h; y++ {
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scanline := math.Sin(float64(y)*0.2)*0.3 + 0.7
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for x := 0; x < w; x++ {
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fx, fy := float64(x), float64(y)
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dist := math.Hypot(fx-float64(w)/2, fy-float64(h)/2)
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ring := math.Sin(dist*0.25)*127 + 128
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noise := float64((x*2347 + y*8461) % 256)
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blend := math.Max(0, 1-dist/(float64(w)*0.5))
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v := (ring*blend + noise*(1-blend)) * scanline
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shift := 0.0
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if math.Sin(fy*0.075) > 0.85 {
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shift = 30
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}
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r := clamp(v + shift)
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g := clamp(v * 0.7)
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b := clamp(v * 1.2)
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img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
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}
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}
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}
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// 4: Databend Sunset — channel-swapped sky with corruption streaks
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func drawDatabendSunset(img *image.RGBA, w, h int) {
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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sky := float64(y) / float64(h)
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r := 255 * (1 - sky*0.6)
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g := 100*(1-sky) + 50*sky
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b := 50 + 200*sky
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corrupt := ((x*131 + y*97) % 100) < 8
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if corrupt {
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// Channel swap + stretch
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r, g, b = b, r, g
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stretchW := 3 + (x % 5)
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for dx := 0; dx < stretchW && x+dx < w; dx++ {
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img.SetRGBA(x+dx, y, color.RGBA{clamp(r), clamp(g), clamp(b), 255})
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}
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} else {
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// Sun
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sunDist := math.Hypot(float64(x)-float64(w)*0.5, float64(y)-float64(h)*0.35)
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sunRadius := float64(w) * 0.09
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if sunDist < sunRadius {
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r = 255
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g = 200 + math.Sin(sunDist)*55
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b = 50
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}
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img.SetRGBA(x, y, color.RGBA{clamp(r), clamp(g), clamp(b), 255})
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}
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}
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}
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}
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// 5: Ghost in the Machine — a figure emerging from noise
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func drawGhostInTheMachine(img *image.RGBA, w, h int) {
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// Fill dark
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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img.SetRGBA(x, y, color.RGBA{0x05, 0x05, 0x10, 255})
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}
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}
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// Scale particle count with image size
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particles := size * 50
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for i := 0; i < particles; i++ {
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t := float64(i) / float64(particles)
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cx := float64(w)/2 + math.Sin(t*20)*float64(w)*(0.12-t*0.09)
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cy := float64(h)*0.15 + t*float64(h)*0.7
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spread := math.Sin(t*math.Pi) * float64(w) * 0.09
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px := int(cx + (rand.Float64()-0.5)*spread*2)
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py := int(cy + (rand.Float64()-0.5)*3)
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if px < 0 || px >= w || py < 0 || py >= h {
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continue
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}
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alpha := (1 - t) * 0.8
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if rand.Float64() > 0.95 {
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// Glitch scar — red horizontal streak
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streakLen := 10 + rand.Intn(int(float64(w)*0.06))
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for dx := -5; dx < streakLen; dx++ {
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sx := px + dx
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if sx >= 0 && sx < w {
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r := uint8(float64(255) * alpha)
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img.SetRGBA(sx, py, color.RGBA{r, 0, uint8(float64(100) * alpha), 255})
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}
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}
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} else {
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r := uint8(float64(150) * alpha)
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g := uint8(float64(200) * alpha)
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b := uint8(float64(255) * alpha)
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img.SetRGBA(px, py, color.RGBA{r, g, b, 255})
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}
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}
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}
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// 6: Bitfield Tapestry — AND, OR, XOR woven into color
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func drawBitfieldTapestry(img *image.RGBA, w, h int) {
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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v1 := (x ^ y) % 16
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v2 := (x & y) % 32
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v3 := ((x | y) * 3) % 64
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r := uint8(v1 * 16)
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g := uint8(v2 * 8)
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b := uint8(v3 * 4)
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img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
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}
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}
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}
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